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First of all, I don't pay, but we can talk about royalties. Here's some pitch:

The following is Simon's and Skywolf Interactive's (not a company) proposal for an original walking simulator playable on all PCs and laptops. The Hunting God is inspired by classical Irish/Celtic mythology and focuses on beautiful scenery, animals, legends, heroes and non-linear storytelling. As many games today substitute narrativity with excessively outrageous multiplayer-extravaganza, The Hunting God aspires to encompass everything that is thrilling, entertaining and emotionally resonating about a good, old-fashioned story with minimal distractions. This initial document will be expanded upon and modified once production begins.

The Hunting God is a walking simulator/fantasy-game wherein the player takes control of Nodens, the god of hunting and dogs in Irish mythology and attempts to guide him down a mountain on which he has fought a battle. The story and gameplay is seen through a 1. person perspective. The graphics will range from dark and brooding at nighttime to light and warming in the daytime. On the way down the mountain the player will come across certain objects and perhaps statues displaying certain scenes that will initiate the main character's memories, and written and/or spoken dialogue will appear to tell the story of the game. The dialogue will be brief, though, as room should always be left for the player's own interpretation of what is/has/will happen in the game. The game will end when the player reaches the bottom of the mountain, and the story is concluded with a small epilogue. The Hunting God is inspired by classic story-driven walking simulators like Drizzlepath, Proteus, Leviathan: The Old City and Dear Esther.

One of the themes in the game is that of contrast: female wolf vs. tough god, night vs. day, good vs. evil, magic vs. nature, amazing scenery vs. the dark theme of death/loss, happiness vs. sorrow etcetera.

Art will be the first thing created, then a demo of the game or perhaps the first couple of minutes, then the dialogue and then the game itself. The reason that dialogue is written so late in the process is to not "box" the game in itself.